/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2020 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = require('../../utils/Class');
var InputEvents = require('../events');
var NOOP = require('../../utils/NOOP');

// https://developer.mozilla.org/en-US/docs/Web/API/Touch_events
// https://patrickhlauke.github.io/touch/tests/results/
// https://www.html5rocks.com/en/mobile/touch/

/**
 * @classdesc
 * The Touch Manager is a helper class that belongs to the Input Manager.
 * 
 * Its role is to listen for native DOM Touch Events and then pass them onto the Input Manager for further processing.
 * 
 * You do not need to create this class directly, the Input Manager will create an instance of it automatically.
 *
 * @class TouchManager
 * @memberof Phaser.Input.Touch
 * @constructor
 * @since 3.0.0
 *
 * @param {Phaser.Input.InputManager} inputManager - A reference to the Input Manager.
 */
var TouchManager = new Class({

    initialize:

    function TouchManager (inputManager)
    {
        /**
         * A reference to the Input Manager.
         *
         * @name Phaser.Input.Touch.TouchManager#manager
         * @type {Phaser.Input.InputManager}
         * @since 3.0.0
         */
        this.manager = inputManager;

        /**
         * If true the DOM events will have event.preventDefault applied to them, if false they will propagate fully.
         *
         * @name Phaser.Input.Touch.TouchManager#capture
         * @type {boolean}
         * @default true
         * @since 3.0.0
         */
        this.capture = true;

        /**
         * A boolean that controls if the Touch Manager is enabled or not.
         * Can be toggled on the fly.
         *
         * @name Phaser.Input.Touch.TouchManager#enabled
         * @type {boolean}
         * @default false
         * @since 3.0.0
         */
        this.enabled = false;

        /**
         * The Touch Event target, as defined in the Game Config.
         * Typically the canvas to which the game is rendering, but can be any interactive DOM element.
         *
         * @name Phaser.Input.Touch.TouchManager#target
         * @type {any}
         * @since 3.0.0
         */
        this.target;

        /**
         * The Touch Start event handler function.
         * Initially empty and bound in the `startListeners` method.
         *
         * @name Phaser.Input.Touch.TouchManager#onTouchStart
         * @type {function}
         * @since 3.0.0
         */
        this.onTouchStart = NOOP;

        /**
         * The Touch Start event handler function specifically for events on the Window.
         * Initially empty and bound in the `startListeners` method.
         *
         * @name Phaser.Input.Touch.TouchManager#onTouchStartWindow
         * @type {function}
         * @since 3.17.0
         */
        this.onTouchStartWindow = NOOP;

        /**
         * The Touch Move event handler function.
         * Initially empty and bound in the `startListeners` method.
         *
         * @name Phaser.Input.Touch.TouchManager#onTouchMove
         * @type {function}
         * @since 3.0.0
         */
        this.onTouchMove = NOOP;

        /**
         * The Touch End event handler function.
         * Initially empty and bound in the `startListeners` method.
         *
         * @name Phaser.Input.Touch.TouchManager#onTouchEnd
         * @type {function}
         * @since 3.0.0
         */
        this.onTouchEnd = NOOP;

        /**
         * The Touch End event handler function specifically for events on the Window.
         * Initially empty and bound in the `startListeners` method.
         *
         * @name Phaser.Input.Touch.TouchManager#onTouchEndWindow
         * @type {function}
         * @since 3.17.0
         */
        this.onTouchEndWindow = NOOP;

        /**
         * The Touch Cancel event handler function.
         * Initially empty and bound in the `startListeners` method.
         *
         * @name Phaser.Input.Touch.TouchManager#onTouchCancel
         * @type {function}
         * @since 3.15.0
         */
        this.onTouchCancel = NOOP;

        /**
         * The Touch Cancel event handler function specifically for events on the Window.
         * Initially empty and bound in the `startListeners` method.
         *
         * @name Phaser.Input.Touch.TouchManager#onTouchCancelWindow
         * @type {function}
         * @since 3.18.0
         */
        this.onTouchCancelWindow = NOOP;

        /**
         * The Touch Over event handler function.
         * Initially empty and bound in the `startListeners` method.
         *
         * @name Phaser.Input.Touch.TouchManager#onTouchOver
         * @type {function}
         * @since 3.16.0
         */
        this.onTouchOver = NOOP;

        /**
         * The Touch Out event handler function.
         * Initially empty and bound in the `startListeners` method.
         *
         * @name Phaser.Input.Touch.TouchManager#onTouchOut
         * @type {function}
         * @since 3.16.0
         */
        this.onTouchOut = NOOP;

        inputManager.events.once(InputEvents.MANAGER_BOOT, this.boot, this);
    },

    /**
     * The Touch Manager boot process.
     *
     * @method Phaser.Input.Touch.TouchManager#boot
     * @private
     * @since 3.0.0
     */
    boot: function ()
    {
        var config = this.manager.config;

        this.enabled = config.inputTouch;
        this.target = config.inputTouchEventTarget;
        this.capture = config.inputTouchCapture;

        if (!this.target)
        {
            this.target = this.manager.game.canvas;
        }

        if (config.disableContextMenu)
        {
            this.disableContextMenu();
        }

        if (this.enabled && this.target)
        {
            this.startListeners();
        }
    },

    /**
     * Attempts to disable the context menu from appearing if you touch-hold on the browser.
     * 
     * Works by listening for the `contextmenu` event and prevent defaulting it.
     * 
     * Use this if you need to disable the OS context menu on mobile.
     *
     * @method Phaser.Input.Touch.TouchManager#disableContextMenu
     * @since 3.20.0
     *
     * @return {Phaser.Input.Touch.TouchManager} This Touch Manager instance.
     */
    disableContextMenu: function ()
    {
        document.body.addEventListener('contextmenu', function (event)
        {
            event.preventDefault();
            return false;
        });

        return this;
    },

    /**
     * Starts the Touch Event listeners running as long as an input target is set.
     * 
     * This method is called automatically if Touch Input is enabled in the game config,
     * which it is by default. However, you can call it manually should you need to
     * delay input capturing until later in the game.
     *
     * @method Phaser.Input.Touch.TouchManager#startListeners
     * @since 3.0.0
     */
    startListeners: function ()
    {
        var _this = this;
        var canvas = this.manager.canvas;
        var autoFocus = (window && window.focus && this.manager.game.config.autoFocus);

        this.onTouchStart = function (event)
        {
            if (autoFocus)
            {
                window.focus();
            }

            if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled)
            {
                _this.manager.onTouchStart(event);
    
                if (_this.capture && event.cancelable && event.target === canvas)
                {
                    event.preventDefault();
                }
            }
        };

        this.onTouchStartWindow = function (event)
        {
            if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled && event.target !== canvas)
            {
                //  Only process the event if the target isn't the canvas
                _this.manager.onTouchStart(event);
            }
        };

        this.onTouchMove = function (event)
        {
            if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled)
            {
                _this.manager.onTouchMove(event);
    
                if (_this.capture && event.cancelable)
                {
                    event.preventDefault();
                }
            }
        };

        this.onTouchEnd = function (event)
        {
            if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled)
            {
                _this.manager.onTouchEnd(event);
    
                if (_this.capture && event.cancelable && event.target === canvas)
                {
                    event.preventDefault();
                }
            }
        };

        this.onTouchEndWindow = function (event)
        {
            if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled && event.target !== canvas)
            {
                //  Only process the event if the target isn't the canvas
                _this.manager.onTouchEnd(event);
            }
        };

        this.onTouchCancel = function (event)
        {
            if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled)
            {
                _this.manager.onTouchCancel(event);
    
                if (_this.capture)
                {
                    event.preventDefault();
                }
            }
        };

        this.onTouchCancelWindow = function (event)
        {
            if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled)
            {
                _this.manager.onTouchCancel(event);
            }
        };

        this.onTouchOver = function (event)
        {
            if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled)
            {
                _this.manager.setCanvasOver(event);
            }
        };

        this.onTouchOut = function (event)
        {
            if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled)
            {
                _this.manager.setCanvasOut(event);
            }
        };

        var target = this.target;

        if (!target)
        {
            return;
        }

        var passive = { passive: true };
        var nonPassive = { passive: false };

        target.addEventListener('touchstart', this.onTouchStart, (this.capture) ? nonPassive : passive);
        target.addEventListener('touchmove', this.onTouchMove, (this.capture) ? nonPassive : passive);
        target.addEventListener('touchend', this.onTouchEnd, (this.capture) ? nonPassive : passive);
        target.addEventListener('touchcancel', this.onTouchCancel, (this.capture) ? nonPassive : passive);
        target.addEventListener('touchover', this.onTouchOver, (this.capture) ? nonPassive : passive);
        target.addEventListener('touchout', this.onTouchOut, (this.capture) ? nonPassive : passive);

        if (window && this.manager.game.config.inputWindowEvents)
        {
            window.addEventListener('touchstart', this.onTouchStartWindow, nonPassive);
            window.addEventListener('touchend', this.onTouchEndWindow, nonPassive);
            window.addEventListener('touchcancel', this.onTouchCancelWindow, nonPassive);
        }

        this.enabled = true;
    },

    /**
     * Stops the Touch Event listeners.
     * This is called automatically and does not need to be manually invoked.
     *
     * @method Phaser.Input.Touch.TouchManager#stopListeners
     * @since 3.0.0
     */
    stopListeners: function ()
    {
        var target = this.target;

        target.removeEventListener('touchstart', this.onTouchStart);
        target.removeEventListener('touchmove', this.onTouchMove);
        target.removeEventListener('touchend', this.onTouchEnd);
        target.removeEventListener('touchcancel', this.onTouchCancel);
        target.removeEventListener('touchover', this.onTouchOver);
        target.removeEventListener('touchout', this.onTouchOut);

        if (window)
        {
            window.removeEventListener('touchstart', this.onTouchStartWindow);
            window.removeEventListener('touchend', this.onTouchEndWindow);
        }
    },

    /**
     * Destroys this Touch Manager instance.
     *
     * @method Phaser.Input.Touch.TouchManager#destroy
     * @since 3.0.0
     */
    destroy: function ()
    {
        this.stopListeners();

        this.target = null;
        this.enabled = false;
        this.manager = null;
    }

});

module.exports = TouchManager;
